MaXimillion_Zero

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  1. The ranged attack is probably the problem. Whenever we have a tank tanking LR, they're always in melee.
  2. [ QUOTE ]

    On the Unstoppable issue, whilst the crash is risky, at least using Unstoppable allows three minutes of very high survivability. If you were trying it with a team that couldn't otherwise cope with tanking LR normally, that three minutes could be long enough to give them enough time to take out a generator. Hospital, rinse and repeat.

    [/ QUOTE ]An invul with tough will be at the S/L cap without unstop though. So it's not that large of a boost, unless LR's energy damage is much higher than I think it is.
  3. [ QUOTE ]
    I dont think our invs use unstopable for the fights personally.

    [/ QUOTE ]They didn't. Unstop is far too risky due to the crash.

    Besides, recluse mainly deals S/L, the energy part is fairly minor AFAIK.
  4. [ QUOTE ]
    How'd you overcome the endurance drain? RA and "Adrenalin Boost"?
    Last time I did it, his endurance drain easily kept pace with that of a "Sapper".



    [/ QUOTE ]Didn't see end being an issue, then again I was never the tank myself. Also, the tank was usually perma-AB'd, so that would fix it I guess.

    But even if it were an issue, why would invul or ice be any better off?
  5. I've done it several times with a fire tank tanking recluse, with no significant buffs (just one empath for support, usually. Maybe ID from a kin). On the other hand, I'd never want to do it with an ice tank tanking reclues.
  6. [ QUOTE ]

    Consider a Fire tanker tankng Lord Recluse. *Whump* two-shot, Faceplanted. With Support? *Whump* (Heal) *Whump* (Heal) *Whump* (Heal) *Enddrain* *Toggledropped* *Whump* *Faceplanted*. The Fire Tanker can tank him, but not without a heck of a lot of outside buffs.

    [/ QUOTE ]I assume you're talking about one without tough.
  7. [ QUOTE ]
    [ QUOTE ]
    use vidiotmaps

    [/ QUOTE ]

    How would I do this... ps.(wat is it)

    [/ QUOTE ] http://www.vidiotmaps.com/
  8. [ QUOTE ]

    Tick rate is fairly irrelevant, since it's now official that damageless Taunt effects overwrite each other rather than stack

    [/ QUOTE ]If you're fighting a small enough amount of mobs for the aura to hit all of them, then yes. If not, tick rate is still quite important. And faster tick rate is good for herding as well.
  9. [ QUOTE ]


    Anyone know how you get the Coords ingame to show you where to go.. I can't fatham the /loc

    [/ QUOTE ]/loc is the only way. Otherwise, use vidiotmaps and look the badges/plaques on the maps.
  10. [ QUOTE ]

    Consider Invincibility or Chilling Embrace - ever since the Invincibility 'taunt buff' patch, they're meant to be about equal at holding aggro. OK, that's fine... but consider Firey Aura and Mudpots. They have the same taunt effects, but they also do damage which presumably gets multiplied. Ice gets icicles to counter this, but INV gets nothing. Buffs are clearly in order here --> "buff INV pls!!"

    [/ QUOTE ]CE and Inv tick faster though.
  11. [ QUOTE ]

    Then I'll use my last Vetspec into my final build at 42. This is mostly to rearrange some powers and slots for any kind of Malefactor, and over-all performance. But also to get rid of Resurgence (as I don't think I'll die very often at this point), and get Hasten into the build again.
    Picture Clicky


    [/ QUOTE ]I'd drop res slots from HPT, drop something else from somewhere, and 6-slot fault.
  12. [ QUOTE ]

    Best times for me would be early morning (06:00 - 11:00 BST)

    [/ QUOTE ]That's 4 AM-9 AM for me, and I rarely wake up before 10 AM on weekends

    EDIT: No, wait, got my timezones the wrong way around... That's 8:00-13:00 for me...slightly more manageable.
  13. Rage crash is going to hurt WP, since it both debuffs def and stops RttC from working. Also, stone melee has fault, which is a really nice survivability booster.

    Personally, I'm going Stone/WP.
  14. [ QUOTE ]
    We (the comunity, not me especially) said "sometimes taunt fails to pull the aggro off a blaster who has just done a lot of damage".

    The devs said "No no no, that can't happen, Taunt overrides all aggro".

    [/ QUOTE ]I don't think that still explains it. Taunt has such a massive multiplier that it should override anything except presence pool powers and aggro auras.
  15. The cone is both good damage (for a defender), and a nice debuff. I'm one level off tornado so can't talk about that yet.
  16. [ QUOTE ]
    Half of me sees this as great, half of me sees this as type defence?? why would I be able to dodge an arrow or a sword but not a ball of fire or a shard of ice (assuming I have one shield running ofc) and why is there some damage types I can't avoid no matter what (exluding IO set bonuses).

    [/ QUOTE ]It's not dodging, it's deflecting/absorbing.

    [ QUOTE ]
    Does WP have good synergy with Fire melee?

    [/ QUOTE ] I didn't test a WP/Fire, but both sets excel at fighting large groups, so I'd imagine so.
  17. [ QUOTE ]
    Oooooooohhhh! Me, me, me! Sal A. Mander reporting for duty (I think, got to check his badges).
    6:30 GMT or CET? If CET I might have a problem joining...

    [/ QUOTE ]'tis GMT.
  18. 1. Clinophobia (L24 TA/Psi Def)
    2. Gral (L24 Spine/Invul Scrap)
    3. Cognito (23 Earth/Sonic)
    4. False_Fiction (23 Sonic/Sonic Def?)
    5. herczeg (L26 Spines/Regen Scrap)
    6. Nightmarer (L32 Scrapper)
    7.-8. Free
  19. Since none of his teammates made a thread, he's now all grumpy, so I guess I'll have to post this

    Grats on your 6th L50
  20. MaXimillion_Zero

    What aggro cap?

    [ QUOTE ]

    [ QUOTE ]
    As far as smartening up mobs goes: add perception, then the amount that can come to team at once can be any figure, defenders should get aggro. All characters are capped at a sensible level considering attacks and balance. If their is 8 ppl on a team then the total level of possible aggro to team could well be 136.

    [/ QUOTE ]

    Huh?Lol.Add perception?First of all this is sucky solution for indoor maps.Works only in open maps.And what the hell how you come up with the number 136 lol.Also why defenders get aggro lol this is just inconsistent.

    [/ QUOTE ]17*8=136

    Mobs have long perspection range, so several mobs aggro on the team. Tank(s) can only hold 17 mobs, the rest go for the other members of the team, including defenders (even though healing generatess aggro, mobs will still go for you unless you're invised if there's nobody else to attack).

    But yeah, that wouldn't work on indoor maps unless you removed LoS requirment from mob spot aggro, and that'd just be silly.
  21. The higher level character would probably be preferable, it's going to be tough going if we're all at the low end of the level range.
  22. Level range: 23-28
    Approximate duration: 2-4 hours
    Team roster:

    1. Clinophobia (L24 TA/Psi Def)
    2. Gral (L24 Spine/Invul Scrap)
    3.-8. Free
  23. IIRC invinc mag was updated to 4 at one point. CoD stats are from I7, so not fully up-to-date.
  24. [ QUOTE ]

    I'd understood that tank aggro trumped all other aggro, but from this it looks like I could be wrong; can anyone else shed light on this?

    [/ QUOTE ]To overcome an existing taunt effect, you need to apply a taunt that is at least twice as strong.
  25. It only requires 4 to start so we'll do it fine, and the AV isn't that tough.